Initial commit: OpenRA game engine
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Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
let5sne.win10
2026-01-10 21:46:54 +08:00
commit 9cf6ebb986
4065 changed files with 635973 additions and 0 deletions

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--[[
Copyright (c) The OpenRA Developers and Contributors
This file is part of OpenRA, which is free software. It is made
available to you under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version. For more
information, see COPYING.
]]
InfantryReinforcements = { "e1", "e1", "e2" }
JeepReinforcements = { "jeep" }
TankReinforcements = { "mtnk" }
BaseReinforcements = { "mcv" }
GDIBaseBuildings = { "pyle", "fact", "nuke", "hq", "weap" }
SamSites = { sam1, sam2, sam3, sam4 }
NodBase = { handofnod, nodpower1, nodpower2, nodpower3, nodairfield, nodrefinery, nodconyard }
HiddenNodUnits = { sleeper1, sleeper2, sleeper3, sleeper4 }
SendReinforcements = function()
Trigger.AfterDelay(DateTime.Seconds(20), function()
ReinforceWithLandingCraft(GDI, BaseReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint26.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(10), function()
ReinforceWithLandingCraft(GDI, TankReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location)
ReinforceWithLandingCraft(GDI, TankReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
ReinforceWithLandingCraft(GDI, JeepReinforcements, spawnpoint1.Location - CVec.New(0, -4), spawnpoint1.Location - CVec.New(0, -1), waypoint10.Location)
end)
ReinforceWithLandingCraft(GDI, InfantryReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location)
ReinforceWithLandingCraft(GDI, InfantryReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location)
end
AttackPlayer = function()
Trigger.AfterDelay(DateTime.Seconds(40), function()
for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do
local atk1Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk1Actors, function(unit)
unit.Move(waypoint6.Location)
unit.Move(waypoint7.Location)
unit.Move(waypoint8.Location)
unit.Move(waypoint9.Location)
unit.Move(waypoint10.Location)
unit.AttackMove(waypoint11.Location)
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(40), function()
for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do
local atk2Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk2Actors, function(unit)
unit.Move(waypoint11.Location)
unit.Move(waypoint12.Location)
unit.Move(waypoint15.Location)
unit.Move(waypoint16.Location)
unit.Hunt()
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(80), function()
for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do
local atk3Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk3Actors, function(unit)
unit.Move(waypoint6.Location)
unit.Move(waypoint7.Location)
unit.Move(waypoint8.Location)
unit.Move(waypoint9.Location)
unit.Move(waypoint10.Location)
unit.AttackMove(waypoint11.Location)
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(80), function()
for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do
local atk4Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk4Actors, function(unit)
unit.Move(waypoint11.Location)
unit.Move(waypoint12.Location)
unit.Move(waypoint15.Location)
unit.Move(waypoint16.Location)
unit.AttackMove(waypoint11.Location)
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(80), function()
local atk5Actors = Utils.Take(2, Nod.GetActorsByType('bggy'))
Utils.Do(atk5Actors, function(unit)
unit.Move(waypoint11.Location)
unit.Move(waypoint12.Location)
unit.Move(waypoint15.Location)
unit.Move(waypoint16.Location)
unit.Hunt()
end)
end)
Utils.Do(NodBase, function(actor)
Trigger.OnRemovedFromWorld(actor, function()
Utils.Do(Nod.GetGroundAttackers(), IdleHunt)
end)
end)
Utils.Do(HiddenNodUnits, IdleHunt)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
Camera.Position = spawnpoint2.CenterPosition
InitObjectives(GDI)
DestroyNod = AddPrimaryObjective(GDI, "destroy-nod")
ConstructBase = AddSecondaryObjective(GDI, "construct-base")
SendReinforcements()
local destroySAMs = AddSecondaryObjective(GDI, "destroy-sams")
Trigger.OnAllKilled(SamSites, function()
GDI.MarkCompletedObjective(destroySAMs)
Actor.Create("airstrike.proxy", true, { Owner = GDI })
end)
AttackPlayer()
end
Tick = function()
if DateTime.GameTime > DateTime.Seconds(5) then
if GDI.HasNoRequiredUnits() then
GDI.MarkFailedObjective(DestroyNod)
end
if Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(DestroyNod)
end
if not GDI.IsObjectiveCompleted(ConstructBase) and DateTime.GameTime % DateTime.Seconds(1) == 0 and CheckForBase(GDI, GDIBaseBuildings) then
GDI.MarkCompletedObjective(ConstructBase)
end
end
end

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## rules.yaml
briefing =
Previous mission objective not complete.
Airfield was to be targeted.
New objective: Build up a base and Destroy remaining Nod structures and units.
Reinforcements will be provided.

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mods/cnc/maps/gdi07/map.yaml Normal file

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World:
LuaScript:
Scripts: campaign.lua, utils.lua, gdi07.lua
MissionData:
Briefing: briefing
BriefingVideo: gdi7.vqa
StartVideo: turtkill.vqa
WinVideo: pintle.vqa
LossVideo: gameover.vqa
SBAG:
Buildable:
Prerequisites: ~disabled
ATWR:
Buildable:
Prerequisites: ~disabled
CYCL:
Buildable:
Prerequisites: ~disabled
NUK2:
Buildable:
Prerequisites: ~disabled
FIX:
Buildable:
Prerequisites: ~disabled
HPAD:
Buildable:
Prerequisites: ~disabled
BRIK:
Buildable:
Prerequisites: ~disabled
EYE:
Buildable:
Prerequisites: ~disabled
GUN:
Buildable:
Prerequisites: ~disabled
OBLI:
Buildable:
Prerequisites: ~disabled
TMPL:
Buildable:
Prerequisites: ~disabled
E3:
Buildable:
Prerequisites: ~disabled
HTNK:
Buildable:
Prerequisites: ~disabled
TRAN:
Buildable:
Prerequisites: ~disabled
ORCA:
Buildable:
Prerequisites: ~disabled
RMBO:
Buildable:
Prerequisites: ~disabled
MSAM:
Buildable:
Prerequisites: ~disabled
MCV:
Buildable:
Prerequisites: ~disabled
BOAT:
Buildable:
Prerequisites: ~disabled
FTNK:
Buildable:
Prerequisites: ~disabled
STNK:
Buildable:
Prerequisites: ~disabled
ARTY:
Buildable:
Prerequisites: ~disabled
HELI:
Buildable:
Prerequisites: ~disabled
E5:
Buildable:
Prerequisites: ~disabled
MLRS:
Buildable:
Prerequisites: ~disabled
HQ:
Tooltip:
-AirstrikePower:
Buildable:
Description: actor-hq-description